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//====== Copyright © 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to steam managing game server/client match making
//
//=============================================================================
# ifndef ISTEAMMATCHMAKING
# define ISTEAMMATCHMAKING
# ifdef _WIN32
# pragma once
# endif
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# include "steam_api_common.h"
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# include "matchmakingtypes.h"
# include "isteamfriends.h"
// lobby type description
enum ELobbyType
{
k_ELobbyTypePrivate = 0 , // only way to join the lobby is to invite to someone else
k_ELobbyTypeFriendsOnly = 1 , // shows for friends or invitees, but not in lobby list
k_ELobbyTypePublic = 2 , // visible for friends and in lobby list
k_ELobbyTypeInvisible = 3 , // returned by search, but not visible to other friends
// useful if you want a user in two lobbies, for example matching groups together
// a user can be in only one regular lobby, and up to two invisible lobbies
} ;
// lobby search filter tools
enum ELobbyComparison
{
k_ELobbyComparisonEqualToOrLessThan = - 2 ,
k_ELobbyComparisonLessThan = - 1 ,
k_ELobbyComparisonEqual = 0 ,
k_ELobbyComparisonGreaterThan = 1 ,
k_ELobbyComparisonEqualToOrGreaterThan = 2 ,
k_ELobbyComparisonNotEqual = 3 ,
} ;
// lobby search distance. Lobby results are sorted from closest to farthest.
enum ELobbyDistanceFilter
{
k_ELobbyDistanceFilterClose , // only lobbies in the same immediate region will be returned
k_ELobbyDistanceFilterDefault , // only lobbies in the same region or near by regions
k_ELobbyDistanceFilterFar , // for games that don't have many latency requirements, will return lobbies about half-way around the globe
k_ELobbyDistanceFilterWorldwide , // no filtering, will match lobbies as far as India to NY (not recommended, expect multiple seconds of latency between the clients)
} ;
// maximum number of characters a lobby metadata key can be
# define k_nMaxLobbyKeyLength 255
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamMatchmaking
{
public :
// game server favorites storage
// saves basic details about a multiplayer game server locally
// returns the number of favorites servers the user has stored
virtual int GetFavoriteGameCount ( ) = 0 ;
// returns the details of the game server
// iGame is of range [0,GetFavoriteGameCount())
// *pnIP, *pnConnPort are filled in the with IP:port of the game server
// *punFlags specify whether the game server was stored as an explicit favorite or in the history of connections
// *pRTime32LastPlayedOnServer is filled in the with the Unix time the favorite was added
virtual bool GetFavoriteGame ( int iGame , AppId_t * pnAppID , uint32 * pnIP , uint16 * pnConnPort , uint16 * pnQueryPort , uint32 * punFlags , uint32 * pRTime32LastPlayedOnServer ) = 0 ;
// adds the game server to the local list; updates the time played of the server if it already exists in the list
virtual int AddFavoriteGame ( AppId_t nAppID , uint32 nIP , uint16 nConnPort , uint16 nQueryPort , uint32 unFlags , uint32 rTime32LastPlayedOnServer ) = 0 ;
// removes the game server from the local storage; returns true if one was removed
virtual bool RemoveFavoriteGame ( AppId_t nAppID , uint32 nIP , uint16 nConnPort , uint16 nQueryPort , uint32 unFlags ) = 0 ;
///////
// Game lobby functions
// Get a list of relevant lobbies
// this is an asynchronous request
// results will be returned by LobbyMatchList_t callback & call result, with the number of lobbies found
// this will never return lobbies that are full
// to add more filter, the filter calls below need to be call before each and every RequestLobbyList() call
// use the CCallResult<> object in steam_api.h to match the SteamAPICall_t call result to a function in an object, e.g.
/*
class CMyLobbyListManager
{
CCallResult < CMyLobbyListManager , LobbyMatchList_t > m_CallResultLobbyMatchList ;
void FindLobbies ( )
{
// SteamMatchmaking()->AddRequestLobbyListFilter*() functions would be called here, before RequestLobbyList()
SteamAPICall_t hSteamAPICall = SteamMatchmaking ( ) - > RequestLobbyList ( ) ;
m_CallResultLobbyMatchList . Set ( hSteamAPICall , this , & CMyLobbyListManager : : OnLobbyMatchList ) ;
}
void OnLobbyMatchList ( LobbyMatchList_t * pLobbyMatchList , bool bIOFailure )
{
// lobby list has be retrieved from Steam back-end, use results
}
}
*/
//
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STEAM_CALL_RESULT ( LobbyMatchList_t )
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virtual SteamAPICall_t RequestLobbyList ( ) = 0 ;
// filters for lobbies
// this needs to be called before RequestLobbyList() to take effect
// these are cleared on each call to RequestLobbyList()
virtual void AddRequestLobbyListStringFilter ( const char * pchKeyToMatch , const char * pchValueToMatch , ELobbyComparison eComparisonType ) = 0 ;
// numerical comparison
virtual void AddRequestLobbyListNumericalFilter ( const char * pchKeyToMatch , int nValueToMatch , ELobbyComparison eComparisonType ) = 0 ;
// returns results closest to the specified value. Multiple near filters can be added, with early filters taking precedence
virtual void AddRequestLobbyListNearValueFilter ( const char * pchKeyToMatch , int nValueToBeCloseTo ) = 0 ;
// returns only lobbies with the specified number of slots available
virtual void AddRequestLobbyListFilterSlotsAvailable ( int nSlotsAvailable ) = 0 ;
// sets the distance for which we should search for lobbies (based on users IP address to location map on the Steam backed)
virtual void AddRequestLobbyListDistanceFilter ( ELobbyDistanceFilter eLobbyDistanceFilter ) = 0 ;
// sets how many results to return, the lower the count the faster it is to download the lobby results & details to the client
virtual void AddRequestLobbyListResultCountFilter ( int cMaxResults ) = 0 ;
virtual void AddRequestLobbyListCompatibleMembersFilter ( CSteamID steamIDLobby ) = 0 ;
// returns the CSteamID of a lobby, as retrieved by a RequestLobbyList call
// should only be called after a LobbyMatchList_t callback is received
// iLobby is of the range [0, LobbyMatchList_t::m_nLobbiesMatching)
// the returned CSteamID::IsValid() will be false if iLobby is out of range
virtual CSteamID GetLobbyByIndex ( int iLobby ) = 0 ;
// Create a lobby on the Steam servers.
// If private, then the lobby will not be returned by any RequestLobbyList() call; the CSteamID
// of the lobby will need to be communicated via game channels or via InviteUserToLobby()
// this is an asynchronous request
// results will be returned by LobbyCreated_t callback and call result; lobby is joined & ready to use at this point
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
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STEAM_CALL_RESULT ( LobbyCreated_t )
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virtual SteamAPICall_t CreateLobby ( ELobbyType eLobbyType , int cMaxMembers ) = 0 ;
// Joins an existing lobby
// this is an asynchronous request
// results will be returned by LobbyEnter_t callback & call result, check m_EChatRoomEnterResponse to see if was successful
// lobby metadata is available to use immediately on this call completing
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STEAM_CALL_RESULT ( LobbyEnter_t )
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virtual SteamAPICall_t JoinLobby ( CSteamID steamIDLobby ) = 0 ;
// Leave a lobby; this will take effect immediately on the client side
// other users in the lobby will be notified by a LobbyChatUpdate_t callback
virtual void LeaveLobby ( CSteamID steamIDLobby ) = 0 ;
// Invite another user to the lobby
// the target user will receive a LobbyInvite_t callback
// will return true if the invite is successfully sent, whether or not the target responds
// returns false if the local user is not connected to the Steam servers
// if the other user clicks the join link, a GameLobbyJoinRequested_t will be posted if the user is in-game,
// or if the game isn't running yet the game will be launched with the parameter +connect_lobby <64-bit lobby id>
virtual bool InviteUserToLobby ( CSteamID steamIDLobby , CSteamID steamIDInvitee ) = 0 ;
// Lobby iteration, for viewing details of users in a lobby
// only accessible if the lobby user is a member of the specified lobby
// persona information for other lobby members (name, avatar, etc.) will be asynchronously received
// and accessible via ISteamFriends interface
// returns the number of users in the specified lobby
virtual int GetNumLobbyMembers ( CSteamID steamIDLobby ) = 0 ;
// returns the CSteamID of a user in the lobby
// iMember is of range [0,GetNumLobbyMembers())
// note that the current user must be in a lobby to retrieve CSteamIDs of other users in that lobby
virtual CSteamID GetLobbyMemberByIndex ( CSteamID steamIDLobby , int iMember ) = 0 ;
// Get data associated with this lobby
// takes a simple key, and returns the string associated with it
// "" will be returned if no value is set, or if steamIDLobby is invalid
virtual const char * GetLobbyData ( CSteamID steamIDLobby , const char * pchKey ) = 0 ;
// Sets a key/value pair in the lobby metadata
// each user in the lobby will be broadcast this new value, and any new users joining will receive any existing data
// this can be used to set lobby names, map, etc.
// to reset a key, just set it to ""
// other users in the lobby will receive notification of the lobby data change via a LobbyDataUpdate_t callback
virtual bool SetLobbyData ( CSteamID steamIDLobby , const char * pchKey , const char * pchValue ) = 0 ;
// returns the number of metadata keys set on the specified lobby
virtual int GetLobbyDataCount ( CSteamID steamIDLobby ) = 0 ;
// returns a lobby metadata key/values pair by index, of range [0, GetLobbyDataCount())
virtual bool GetLobbyDataByIndex ( CSteamID steamIDLobby , int iLobbyData , char * pchKey , int cchKeyBufferSize , char * pchValue , int cchValueBufferSize ) = 0 ;
// removes a metadata key from the lobby
virtual bool DeleteLobbyData ( CSteamID steamIDLobby , const char * pchKey ) = 0 ;
// Gets per-user metadata for someone in this lobby
virtual const char * GetLobbyMemberData ( CSteamID steamIDLobby , CSteamID steamIDUser , const char * pchKey ) = 0 ;
// Sets per-user metadata (for the local user implicitly)
virtual void SetLobbyMemberData ( CSteamID steamIDLobby , const char * pchKey , const char * pchValue ) = 0 ;
// Broadcasts a chat message to the all the users in the lobby
// users in the lobby (including the local user) will receive a LobbyChatMsg_t callback
// returns true if the message is successfully sent
// pvMsgBody can be binary or text data, up to 4k
// if pvMsgBody is text, cubMsgBody should be strlen( text ) + 1, to include the null terminator
virtual bool SendLobbyChatMsg ( CSteamID steamIDLobby , const void * pvMsgBody , int cubMsgBody ) = 0 ;
// Get a chat message as specified in a LobbyChatMsg_t callback
// iChatID is the LobbyChatMsg_t::m_iChatID value in the callback
// *pSteamIDUser is filled in with the CSteamID of the member
// *pvData is filled in with the message itself
// return value is the number of bytes written into the buffer
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virtual int GetLobbyChatEntry ( CSteamID steamIDLobby , int iChatID , STEAM_OUT_STRUCT ( ) CSteamID * pSteamIDUser , void * pvData , int cubData , EChatEntryType * peChatEntryType ) = 0 ;
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// Refreshes metadata for a lobby you're not necessarily in right now
// you never do this for lobbies you're a member of, only if your
// this will send down all the metadata associated with a lobby
// this is an asynchronous call
// returns false if the local user is not connected to the Steam servers
// results will be returned by a LobbyDataUpdate_t callback
// if the specified lobby doesn't exist, LobbyDataUpdate_t::m_bSuccess will be set to false
virtual bool RequestLobbyData ( CSteamID steamIDLobby ) = 0 ;
// sets the game server associated with the lobby
// usually at this point, the users will join the specified game server
// either the IP/Port or the steamID of the game server has to be valid, depending on how you want the clients to be able to connect
virtual void SetLobbyGameServer ( CSteamID steamIDLobby , uint32 unGameServerIP , uint16 unGameServerPort , CSteamID steamIDGameServer ) = 0 ;
// returns the details of a game server set in a lobby - returns false if there is no game server set, or that lobby doesn't exist
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virtual bool GetLobbyGameServer ( CSteamID steamIDLobby , uint32 * punGameServerIP , uint16 * punGameServerPort , STEAM_OUT_STRUCT ( ) CSteamID * psteamIDGameServer ) = 0 ;
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// set the limit on the # of users who can join the lobby
virtual bool SetLobbyMemberLimit ( CSteamID steamIDLobby , int cMaxMembers ) = 0 ;
// returns the current limit on the # of users who can join the lobby; returns 0 if no limit is defined
virtual int GetLobbyMemberLimit ( CSteamID steamIDLobby ) = 0 ;
// updates which type of lobby it is
// only lobbies that are k_ELobbyTypePublic or k_ELobbyTypeInvisible, and are set to joinable, will be returned by RequestLobbyList() calls
virtual bool SetLobbyType ( CSteamID steamIDLobby , ELobbyType eLobbyType ) = 0 ;
// sets whether or not a lobby is joinable - defaults to true for a new lobby
// if set to false, no user can join, even if they are a friend or have been invited
virtual bool SetLobbyJoinable ( CSteamID steamIDLobby , bool bLobbyJoinable ) = 0 ;
// returns the current lobby owner
// you must be a member of the lobby to access this
// there always one lobby owner - if the current owner leaves, another user will become the owner
// it is possible (bur rare) to join a lobby just as the owner is leaving, thus entering a lobby with self as the owner
virtual CSteamID GetLobbyOwner ( CSteamID steamIDLobby ) = 0 ;
// changes who the lobby owner is
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
// after completion, the local user will no longer be the owner
virtual bool SetLobbyOwner ( CSteamID steamIDLobby , CSteamID steamIDNewOwner ) = 0 ;
// link two lobbies for the purposes of checking player compatibility
// you must be the lobby owner of both lobbies
virtual bool SetLinkedLobby ( CSteamID steamIDLobby , CSteamID steamIDLobbyDependent ) = 0 ;
# ifdef _PS3
// changes who the lobby owner is
// you must be the lobby owner for this to succeed, and steamIDNewOwner must be in the lobby
// after completion, the local user will no longer be the owner
virtual void CheckForPSNGameBootInvite ( unsigned int iGameBootAttributes ) = 0 ;
# endif
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STEAM_CALL_BACK ( LobbyChatUpdate_t )
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} ;
# define STEAMMATCHMAKING_INTERFACE_VERSION "SteamMatchMaking009"
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// Global interface accessor
inline ISteamMatchmaking * SteamMatchmaking ( ) ;
STEAM_DEFINE_USER_INTERFACE_ACCESSOR ( ISteamMatchmaking * , SteamMatchmaking , STEAMMATCHMAKING_INTERFACE_VERSION ) ;
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//-----------------------------------------------------------------------------
// Callback interfaces for server list functions (see ISteamMatchmakingServers below)
//
// The idea here is that your game code implements objects that implement these
// interfaces to receive callback notifications after calling asynchronous functions
// inside the ISteamMatchmakingServers() interface below.
//
// This is different than normal Steam callback handling due to the potentially
// large size of server lists.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Typedef for handle type you will receive when requesting server list.
//-----------------------------------------------------------------------------
typedef void * HServerListRequest ;
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after a server list refresh
// or an individual server update.
//
// Since you get these callbacks after requesting full list refreshes you will
// usually implement this interface inside an object like CServerBrowser. If that
// object is getting destructed you should use ISteamMatchMakingServers()->CancelQuery()
// to cancel any in-progress queries so you don't get a callback into the destructed
// object and crash.
//-----------------------------------------------------------------------------
class ISteamMatchmakingServerListResponse
{
public :
// Server has responded ok with updated data
virtual void ServerResponded ( HServerListRequest hRequest , int iServer ) = 0 ;
// Server has failed to respond
virtual void ServerFailedToRespond ( HServerListRequest hRequest , int iServer ) = 0 ;
// A list refresh you had initiated is now 100% completed
virtual void RefreshComplete ( HServerListRequest hRequest , EMatchMakingServerResponse response ) = 0 ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after pinging an individual server
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->PingServer() call below. If you are
// destructing an object that implements this interface then you should call
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress. Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class ISteamMatchmakingPingResponse
{
public :
// Server has responded successfully and has updated data
virtual void ServerResponded ( gameserveritem_t & server ) = 0 ;
// Server failed to respond to the ping request
virtual void ServerFailedToRespond ( ) = 0 ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting details on
// who is playing on a particular server.
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->PlayerDetails() call below. If you are
// destructing an object that implements this interface then you should call
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress. Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class ISteamMatchmakingPlayersResponse
{
public :
// Got data on a new player on the server -- you'll get this callback once per player
// on the server which you have requested player data on.
virtual void AddPlayerToList ( const char * pchName , int nScore , float flTimePlayed ) = 0 ;
// The server failed to respond to the request for player details
virtual void PlayersFailedToRespond ( ) = 0 ;
// The server has finished responding to the player details request
// (ie, you won't get anymore AddPlayerToList callbacks)
virtual void PlayersRefreshComplete ( ) = 0 ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Callback interface for receiving responses after requesting rules
// details on a particular server.
//
// These callbacks all occur in response to querying an individual server
// via the ISteamMatchmakingServers()->ServerRules() call below. If you are
// destructing an object that implements this interface then you should call
// ISteamMatchmakingServers()->CancelServerQuery() passing in the handle to the query
// which is in progress. Failure to cancel in progress queries when destructing
// a callback handler may result in a crash when a callback later occurs.
//-----------------------------------------------------------------------------
class ISteamMatchmakingRulesResponse
{
public :
// Got data on a rule on the server -- you'll get one of these per rule defined on
// the server you are querying
virtual void RulesResponded ( const char * pchRule , const char * pchValue ) = 0 ;
// The server failed to respond to the request for rule details
virtual void RulesFailedToRespond ( ) = 0 ;
// The server has finished responding to the rule details request
// (ie, you won't get anymore RulesResponded callbacks)
virtual void RulesRefreshComplete ( ) = 0 ;
} ;
//-----------------------------------------------------------------------------
// Typedef for handle type you will receive when querying details on an individual server.
//-----------------------------------------------------------------------------
typedef int HServerQuery ;
const int HSERVERQUERY_INVALID = 0xffffffff ;
//-----------------------------------------------------------------------------
// Purpose: Functions for match making services for clients to get to game lists and details
//-----------------------------------------------------------------------------
class ISteamMatchmakingServers
{
public :
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
// Each call allocates a new asynchronous request object.
// Request object must be released by calling ReleaseRequest( hServerListRequest )
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virtual HServerListRequest RequestInternetServerList ( AppId_t iApp , STEAM_ARRAY_COUNT ( nFilters ) MatchMakingKeyValuePair_t * * ppchFilters , uint32 nFilters , ISteamMatchmakingServerListResponse * pRequestServersResponse ) = 0 ;
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virtual HServerListRequest RequestLANServerList ( AppId_t iApp , ISteamMatchmakingServerListResponse * pRequestServersResponse ) = 0 ;
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virtual HServerListRequest RequestFriendsServerList ( AppId_t iApp , STEAM_ARRAY_COUNT ( nFilters ) MatchMakingKeyValuePair_t * * ppchFilters , uint32 nFilters , ISteamMatchmakingServerListResponse * pRequestServersResponse ) = 0 ;
virtual HServerListRequest RequestFavoritesServerList ( AppId_t iApp , STEAM_ARRAY_COUNT ( nFilters ) MatchMakingKeyValuePair_t * * ppchFilters , uint32 nFilters , ISteamMatchmakingServerListResponse * pRequestServersResponse ) = 0 ;
virtual HServerListRequest RequestHistoryServerList ( AppId_t iApp , STEAM_ARRAY_COUNT ( nFilters ) MatchMakingKeyValuePair_t * * ppchFilters , uint32 nFilters , ISteamMatchmakingServerListResponse * pRequestServersResponse ) = 0 ;
virtual HServerListRequest RequestSpectatorServerList ( AppId_t iApp , STEAM_ARRAY_COUNT ( nFilters ) MatchMakingKeyValuePair_t * * ppchFilters , uint32 nFilters , ISteamMatchmakingServerListResponse * pRequestServersResponse ) = 0 ;
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// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
// RefreshComplete callback is not posted when request is released.
virtual void ReleaseRequest ( HServerListRequest hServerListRequest ) = 0 ;
/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
" map "
- Server passes the filter if the server is playing the specified map .
" gamedataand "
- Server passes the filter if the server ' s game data ( ISteamGameServer : : SetGameData ) contains all of the
specified strings . The value field is a comma - delimited list of strings to match .
" gamedataor "
- Server passes the filter if the server ' s game data ( ISteamGameServer : : SetGameData ) contains at least one of the
specified strings . The value field is a comma - delimited list of strings to match .
" gamedatanor "
- Server passes the filter if the server ' s game data ( ISteamGameServer : : SetGameData ) does not contain any
of the specified strings . The value field is a comma - delimited list of strings to check .
" gametagsand "
- Server passes the filter if the server ' s game tags ( ISteamGameServer : : SetGameTags ) contains all
of the specified strings . The value field is a comma - delimited list of strings to check .
" gametagsnor "
- Server passes the filter if the server ' s game tags ( ISteamGameServer : : SetGameTags ) does not contain any
of the specified strings . The value field is a comma - delimited list of strings to check .
" and " ( x1 & & x2 & & . . . & & xn )
" or " ( x1 | | x2 | | . . . | | xn )
" nand " ! ( x1 & & x2 & & . . . & & xn )
" nor " ! ( x1 | | x2 | | . . . | | xn )
- Performs Boolean operation on the following filters . The operand to this filter specifies
the " size " of the Boolean inputs to the operation , in Key / value pairs . ( The keyvalue
pairs must immediately follow , i . e . this is a prefix logical operator notation . )
In the simplest case where Boolean expressions are not nested , this is simply
the number of operands .
For example , to match servers on a particular map or with a particular tag , would would
use these filters .
( server . map = = " cp_dustbowl " | | server . gametags . contains ( " payload " ) )
" or " , " 2 "
" map " , " cp_dustbowl "
" gametagsand " , " payload "
If logical inputs are nested , then the operand specifies the size of the entire
" length " of its operands , not the number of immediate children .
( server . map = = " cp_dustbowl " | | ( server . gametags . contains ( " payload " ) & & ! server . gametags . contains ( " payloadrace " ) ) )
" or " , " 4 "
" map " , " cp_dustbowl "
" and " , " 2 "
" gametagsand " , " payload "
" gametagsnor " , " payloadrace "
Unary NOT can be achieved using either " nand " or " nor " with a single operand .
" addr "
- Server passes the filter if the server ' s query address matches the specified IP or IP : port .
" gameaddr "
- Server passes the filter if the server ' s game address matches the specified IP or IP : port .
The following filter operations ignore the " value " part of MatchMakingKeyValuePair_t
" dedicated "
- Server passes the filter if it passed true to SetDedicatedServer .
" secure "
- Server passes the filter if the server is VAC - enabled .
" notfull "
- Server passes the filter if the player count is less than the reported max player count .
" hasplayers "
- Server passes the filter if the player count is greater than zero .
" noplayers "
- Server passes the filter if it doesn ' t have any players .
" linux "
- Server passes the filter if it ' s a linux server
*/
// Get details on a given server in the list, you can get the valid range of index
// values by calling GetServerCount(). You will also receive index values in
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
virtual gameserveritem_t * GetServerDetails ( HServerListRequest hRequest , int iServer ) = 0 ;
// Cancel an request which is operation on the given list type. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above list request calls. Not doing so may result in a crash when a callback
// occurs on the destructed object.
// Canceling a query does not release the allocated request handle.
// The request handle must be released using ReleaseRequest( hRequest )
virtual void CancelQuery ( HServerListRequest hRequest ) = 0 ;
// Ping every server in your list again but don't update the list of servers
// Query callback installed when the server list was requested will be used
// again to post notifications and RefreshComplete, so the callback must remain
// valid until another RefreshComplete is called on it or the request
// is released with ReleaseRequest( hRequest )
virtual void RefreshQuery ( HServerListRequest hRequest ) = 0 ;
// Returns true if the list is currently refreshing its server list
virtual bool IsRefreshing ( HServerListRequest hRequest ) = 0 ;
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
virtual int GetServerCount ( HServerListRequest hRequest ) = 0 ;
// Refresh a single server inside of a query (rather than all the servers )
virtual void RefreshServer ( HServerListRequest hRequest , int iServer ) = 0 ;
//-----------------------------------------------------------------------------
// Queries to individual servers directly via IP/Port
//-----------------------------------------------------------------------------
// Request updated ping time and other details from a single server
virtual HServerQuery PingServer ( uint32 unIP , uint16 usPort , ISteamMatchmakingPingResponse * pRequestServersResponse ) = 0 ;
// Request the list of players currently playing on a server
virtual HServerQuery PlayerDetails ( uint32 unIP , uint16 usPort , ISteamMatchmakingPlayersResponse * pRequestServersResponse ) = 0 ;
// Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)
virtual HServerQuery ServerRules ( uint32 unIP , uint16 usPort , ISteamMatchmakingRulesResponse * pRequestServersResponse ) = 0 ;
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above calls to avoid crashing when callbacks occur.
virtual void CancelServerQuery ( HServerQuery hServerQuery ) = 0 ;
} ;
# define STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION "SteamMatchMakingServers002"
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// Global interface accessor
inline ISteamMatchmakingServers * SteamMatchmakingServers ( ) ;
STEAM_DEFINE_USER_INTERFACE_ACCESSOR ( ISteamMatchmakingServers * , SteamMatchmakingServers , STEAMMATCHMAKINGSERVERS_INTERFACE_VERSION ) ;
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// game server flags
const uint32 k_unFavoriteFlagNone = 0x00 ;
const uint32 k_unFavoriteFlagFavorite = 0x01 ; // this game favorite entry is for the favorites list
const uint32 k_unFavoriteFlagHistory = 0x02 ; // this game favorite entry is for the history list
//-----------------------------------------------------------------------------
// Purpose: Used in ChatInfo messages - fields specific to a chat member - must fit in a uint32
//-----------------------------------------------------------------------------
enum EChatMemberStateChange
{
// Specific to joining / leaving the chatroom
k_EChatMemberStateChangeEntered = 0x0001 , // This user has joined or is joining the chat room
k_EChatMemberStateChangeLeft = 0x0002 , // This user has left or is leaving the chat room
k_EChatMemberStateChangeDisconnected = 0x0004 , // User disconnected without leaving the chat first
k_EChatMemberStateChangeKicked = 0x0008 , // User kicked
k_EChatMemberStateChangeBanned = 0x0010 , // User kicked and banned
} ;
// returns true of the flags indicate that a user has been removed from the chat
# define BChatMemberStateChangeRemoved( rgfChatMemberStateChangeFlags ) ( rgfChatMemberStateChangeFlags & ( k_EChatMemberStateChangeDisconnected | k_EChatMemberStateChangeLeft | k_EChatMemberStateChangeKicked | k_EChatMemberStateChangeBanned ) )
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//-----------------------------------------------------------------------------
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// Purpose: Functions for match making services for clients to get to favorites
// and to operate on game lobbies.
//-----------------------------------------------------------------------------
class ISteamGameSearch
{
public :
// =============================================================================================
// Game Player APIs
// a keyname and a list of comma separated values: one of which is must be found in order for the match to qualify
// fails if a search is currently in progress
virtual EGameSearchErrorCode_t AddGameSearchParams ( const char * pchKeyToFind , const char * pchValuesToFind ) = 0 ;
// all players in lobby enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
// if not the owner of the lobby or search already in progress this call fails
// periodic callbacks will be sent as queue time estimates change
virtual EGameSearchErrorCode_t SearchForGameWithLobby ( CSteamID steamIDLobby , int nPlayerMin , int nPlayerMax ) = 0 ;
// user enter the queue and await a SearchForGameNotificationCallback_t callback. fails if another search is currently in progress
// periodic callbacks will be sent as queue time estimates change
virtual EGameSearchErrorCode_t SearchForGameSolo ( int nPlayerMin , int nPlayerMax ) = 0 ;
// after receiving SearchForGameResultCallback_t, accept or decline the game
// multiple SearchForGameResultCallback_t will follow as players accept game until the host starts or cancels the game
virtual EGameSearchErrorCode_t AcceptGame ( ) = 0 ;
virtual EGameSearchErrorCode_t DeclineGame ( ) = 0 ;
// after receiving GameStartedByHostCallback_t get connection details to server
virtual EGameSearchErrorCode_t RetrieveConnectionDetails ( CSteamID steamIDHost , char * pchConnectionDetails , int cubConnectionDetails ) = 0 ;
// leaves queue if still waiting
virtual EGameSearchErrorCode_t EndGameSearch ( ) = 0 ;
// =============================================================================================
// Game Host APIs
// a keyname and a list of comma separated values: all the values you allow
virtual EGameSearchErrorCode_t SetGameHostParams ( const char * pchKey , const char * pchValue ) = 0 ;
// set connection details for players once game is found so they can connect to this server
virtual EGameSearchErrorCode_t SetConnectionDetails ( const char * pchConnectionDetails , int cubConnectionDetails ) = 0 ;
// mark server as available for more players with nPlayerMin,nPlayerMax desired
// accept no lobbies with playercount greater than nMaxTeamSize
// the set of lobbies returned must be partitionable into teams of no more than nMaxTeamSize
// RequestPlayersForGameNotificationCallback_t callback will be sent when the search has started
// multple RequestPlayersForGameResultCallback_t callbacks will follow when players are found
virtual EGameSearchErrorCode_t RequestPlayersForGame ( int nPlayerMin , int nPlayerMax , int nMaxTeamSize ) = 0 ;
// accept the player list and release connection details to players
// players will only be given connection details and host steamid when this is called
// ( allows host to accept after all players confirm, some confirm, or none confirm. decision is entirely up to the host )
virtual EGameSearchErrorCode_t HostConfirmGameStart ( uint64 ullUniqueGameID ) = 0 ;
// cancel request and leave the pool of game hosts looking for players
// if a set of players has already been sent to host, all players will receive SearchForGameHostFailedToConfirm_t
virtual EGameSearchErrorCode_t CancelRequestPlayersForGame ( ) = 0 ;
// submit a result for one player. does not end the game. ullUniqueGameID continues to describe this game
virtual EGameSearchErrorCode_t SubmitPlayerResult ( uint64 ullUniqueGameID , CSteamID steamIDPlayer , EPlayerResult_t EPlayerResult ) = 0 ;
// ends the game. no further SubmitPlayerResults for ullUniqueGameID will be accepted
// any future requests will provide a new ullUniqueGameID
virtual EGameSearchErrorCode_t EndGame ( uint64 ullUniqueGameID ) = 0 ;
} ;
# define STEAMGAMESEARCH_INTERFACE_VERSION "SteamMatchGameSearch001"
// Global interface accessor
inline ISteamGameSearch * SteamGameSearch ( ) ;
STEAM_DEFINE_USER_INTERFACE_ACCESSOR ( ISteamGameSearch * , SteamGameSearch , STEAMGAMESEARCH_INTERFACE_VERSION ) ;
//-----------------------------------------------------------------------------
// Purpose: Functions for quickly creating a Party with friends or acquaintances,
// EG from chat rooms.
//-----------------------------------------------------------------------------
enum ESteamPartyBeaconLocationType
{
k_ESteamPartyBeaconLocationType_Invalid = 0 ,
k_ESteamPartyBeaconLocationType_ChatGroup = 1 ,
k_ESteamPartyBeaconLocationType_Max ,
} ;
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# if defined( VALVE_CALLBACK_PACK_SMALL )
# pragma pack( push, 4 )
# elif defined( VALVE_CALLBACK_PACK_LARGE )
# pragma pack( push, 8 )
# else
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# error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
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# endif
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struct SteamPartyBeaconLocation_t
{
ESteamPartyBeaconLocationType m_eType ;
uint64 m_ulLocationID ;
} ;
enum ESteamPartyBeaconLocationData
{
k_ESteamPartyBeaconLocationDataInvalid = 0 ,
k_ESteamPartyBeaconLocationDataName = 1 ,
k_ESteamPartyBeaconLocationDataIconURLSmall = 2 ,
k_ESteamPartyBeaconLocationDataIconURLMedium = 3 ,
k_ESteamPartyBeaconLocationDataIconURLLarge = 4 ,
} ;
class ISteamParties
{
public :
// =============================================================================================
// Party Client APIs
// Enumerate any active beacons for parties you may wish to join
virtual uint32 GetNumActiveBeacons ( ) = 0 ;
virtual PartyBeaconID_t GetBeaconByIndex ( uint32 unIndex ) = 0 ;
virtual bool GetBeaconDetails ( PartyBeaconID_t ulBeaconID , CSteamID * pSteamIDBeaconOwner , STEAM_OUT_STRUCT ( ) SteamPartyBeaconLocation_t * pLocation , STEAM_OUT_STRING_COUNT ( cchMetadata ) char * pchMetadata , int cchMetadata ) = 0 ;
// Join an open party. Steam will reserve one beacon slot for your SteamID,
// and return the necessary JoinGame string for you to use to connect
STEAM_CALL_RESULT ( JoinPartyCallback_t )
virtual SteamAPICall_t JoinParty ( PartyBeaconID_t ulBeaconID ) = 0 ;
// =============================================================================================
// Party Host APIs
// Get a list of possible beacon locations
virtual bool GetNumAvailableBeaconLocations ( uint32 * puNumLocations ) = 0 ;
virtual bool GetAvailableBeaconLocations ( SteamPartyBeaconLocation_t * pLocationList , uint32 uMaxNumLocations ) = 0 ;
// Create a new party beacon and activate it in the selected location.
// unOpenSlots is the maximum number of users that Steam will send to you.
// When people begin responding to your beacon, Steam will send you
// PartyReservationCallback_t callbacks to let you know who is on the way.
STEAM_CALL_RESULT ( CreateBeaconCallback_t )
virtual SteamAPICall_t CreateBeacon ( uint32 unOpenSlots , SteamPartyBeaconLocation_t * pBeaconLocation , const char * pchConnectString , const char * pchMetadata ) = 0 ;
// Call this function when a user that had a reservation (see callback below)
// has successfully joined your party.
// Steam will manage the remaining open slots automatically.
virtual void OnReservationCompleted ( PartyBeaconID_t ulBeacon , CSteamID steamIDUser ) = 0 ;
// To cancel a reservation (due to timeout or user input), call this.
// Steam will open a new reservation slot.
// Note: The user may already be in-flight to your game, so it's possible they will still connect and try to join your party.
virtual void CancelReservation ( PartyBeaconID_t ulBeacon , CSteamID steamIDUser ) = 0 ;
// Change the number of open beacon reservation slots.
// Call this if, for example, someone without a reservation joins your party (eg a friend, or via your own matchmaking system).
STEAM_CALL_RESULT ( ChangeNumOpenSlotsCallback_t )
virtual SteamAPICall_t ChangeNumOpenSlots ( PartyBeaconID_t ulBeacon , uint32 unOpenSlots ) = 0 ;
// Turn off the beacon.
virtual bool DestroyBeacon ( PartyBeaconID_t ulBeacon ) = 0 ;
// Utils
virtual bool GetBeaconLocationData ( SteamPartyBeaconLocation_t BeaconLocation , ESteamPartyBeaconLocationData eData , STEAM_OUT_STRING_COUNT ( cchDataStringOut ) char * pchDataStringOut , int cchDataStringOut ) = 0 ;
} ;
# define STEAMPARTIES_INTERFACE_VERSION "SteamParties002"
// Global interface accessor
inline ISteamParties * SteamParties ( ) ;
STEAM_DEFINE_USER_INTERFACE_ACCESSOR ( ISteamParties * , SteamParties , STEAMPARTIES_INTERFACE_VERSION ) ;
//-----------------------------------------------------------------------------
// Callbacks for ISteamMatchmaking (which go through the regular Steam callback registration system)
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//-----------------------------------------------------------------------------
// Purpose: a server was added/removed from the favorites list, you should refresh now
//-----------------------------------------------------------------------------
struct FavoritesListChanged_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 2 } ;
uint32 m_nIP ; // an IP of 0 means reload the whole list, any other value means just one server
uint32 m_nQueryPort ;
uint32 m_nConnPort ;
uint32 m_nAppID ;
uint32 m_nFlags ;
bool m_bAdd ; // true if this is adding the entry, otherwise it is a remove
AccountID_t m_unAccountId ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Someone has invited you to join a Lobby
// normally you don't need to do anything with this, since
// the Steam UI will also display a '<user> has invited you to the lobby, join?' dialog
//
// if the user outside a game chooses to join, your game will be launched with the parameter "+connect_lobby <64-bit lobby id>",
// or with the callback GameLobbyJoinRequested_t if they're already in-game
//-----------------------------------------------------------------------------
struct LobbyInvite_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 3 } ;
uint64 m_ulSteamIDUser ; // Steam ID of the person making the invite
uint64 m_ulSteamIDLobby ; // Steam ID of the Lobby
uint64 m_ulGameID ; // GameID of the Lobby
} ;
//-----------------------------------------------------------------------------
// Purpose: Sent on entering a lobby, or on failing to enter
// m_EChatRoomEnterResponse will be set to k_EChatRoomEnterResponseSuccess on success,
// or a higher value on failure (see enum EChatRoomEnterResponse)
//-----------------------------------------------------------------------------
struct LobbyEnter_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 4 } ;
uint64 m_ulSteamIDLobby ; // SteamID of the Lobby you have entered
uint32 m_rgfChatPermissions ; // Permissions of the current user
bool m_bLocked ; // If true, then only invited users may join
uint32 m_EChatRoomEnterResponse ; // EChatRoomEnterResponse
} ;
//-----------------------------------------------------------------------------
// Purpose: The lobby metadata has changed
// if m_ulSteamIDMember is the steamID of a lobby member, use GetLobbyMemberData() to access per-user details
// if m_ulSteamIDMember == m_ulSteamIDLobby, use GetLobbyData() to access lobby metadata
//-----------------------------------------------------------------------------
struct LobbyDataUpdate_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 5 } ;
uint64 m_ulSteamIDLobby ; // steamID of the Lobby
uint64 m_ulSteamIDMember ; // steamID of the member whose data changed, or the room itself
uint8 m_bSuccess ; // true if we lobby data was successfully changed;
// will only be false if RequestLobbyData() was called on a lobby that no longer exists
} ;
//-----------------------------------------------------------------------------
// Purpose: The lobby chat room state has changed
// this is usually sent when a user has joined or left the lobby
//-----------------------------------------------------------------------------
struct LobbyChatUpdate_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 6 } ;
uint64 m_ulSteamIDLobby ; // Lobby ID
uint64 m_ulSteamIDUserChanged ; // user who's status in the lobby just changed - can be recipient
uint64 m_ulSteamIDMakingChange ; // Chat member who made the change (different from SteamIDUserChange if kicking, muting, etc.)
// for example, if one user kicks another from the lobby, this will be set to the id of the user who initiated the kick
uint32 m_rgfChatMemberStateChange ; // bitfield of EChatMemberStateChange values
} ;
//-----------------------------------------------------------------------------
// Purpose: A chat message for this lobby has been sent
// use GetLobbyChatEntry( m_iChatID ) to retrieve the contents of this message
//-----------------------------------------------------------------------------
struct LobbyChatMsg_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 7 } ;
uint64 m_ulSteamIDLobby ; // the lobby id this is in
uint64 m_ulSteamIDUser ; // steamID of the user who has sent this message
uint8 m_eChatEntryType ; // type of message
uint32 m_iChatID ; // index of the chat entry to lookup
} ;
//-----------------------------------------------------------------------------
// Purpose: A game created a game for all the members of the lobby to join,
// as triggered by a SetLobbyGameServer()
// it's up to the individual clients to take action on this; the usual
// game behavior is to leave the lobby and connect to the specified game server
//-----------------------------------------------------------------------------
struct LobbyGameCreated_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 9 } ;
uint64 m_ulSteamIDLobby ; // the lobby we were in
uint64 m_ulSteamIDGameServer ; // the new game server that has been created or found for the lobby members
uint32 m_unIP ; // IP & Port of the game server (if any)
uint16 m_usPort ;
} ;
//-----------------------------------------------------------------------------
// Purpose: Number of matching lobbies found
// iterate the returned lobbies with GetLobbyByIndex(), from values 0 to m_nLobbiesMatching-1
//-----------------------------------------------------------------------------
struct LobbyMatchList_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 10 } ;
uint32 m_nLobbiesMatching ; // Number of lobbies that matched search criteria and we have SteamIDs for
} ;
//-----------------------------------------------------------------------------
// Purpose: posted if a user is forcefully removed from a lobby
// can occur if a user loses connection to Steam
//-----------------------------------------------------------------------------
struct LobbyKicked_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 12 } ;
uint64 m_ulSteamIDLobby ; // Lobby
uint64 m_ulSteamIDAdmin ; // User who kicked you - possibly the ID of the lobby itself
uint8 m_bKickedDueToDisconnect ; // true if you were kicked from the lobby due to the user losing connection to Steam (currently always true)
} ;
//-----------------------------------------------------------------------------
// Purpose: Result of our request to create a Lobby
// m_eResult == k_EResultOK on success
// at this point, the lobby has been joined and is ready for use
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
//-----------------------------------------------------------------------------
struct LobbyCreated_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 13 } ;
EResult m_eResult ; // k_EResultOK - the lobby was successfully created
// k_EResultNoConnection - your Steam client doesn't have a connection to the back-end
// k_EResultTimeout - you the message to the Steam servers, but it didn't respond
// k_EResultFail - the server responded, but with an unknown internal error
// k_EResultAccessDenied - your game isn't set to allow lobbies, or your client does haven't rights to play the game
// k_EResultLimitExceeded - your game client has created too many lobbies
uint64 m_ulSteamIDLobby ; // chat room, zero if failed
} ;
// used by now obsolete RequestFriendsLobbiesResponse_t
// enum { k_iCallback = k_iSteamMatchmakingCallbacks + 14 };
//-----------------------------------------------------------------------------
// Purpose: Result of CheckForPSNGameBootInvite
// m_eResult == k_EResultOK on success
// at this point, the local user may not have finishing joining this lobby;
// game code should wait until the subsequent LobbyEnter_t callback is received
//-----------------------------------------------------------------------------
struct PSNGameBootInviteResult_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 15 } ;
bool m_bGameBootInviteExists ;
CSteamID m_steamIDLobby ; // Should be valid if m_bGameBootInviteExists == true
} ;
//-----------------------------------------------------------------------------
// Purpose: Result of our request to create a Lobby
// m_eResult == k_EResultOK on success
// at this point, the lobby has been joined and is ready for use
// a LobbyEnter_t callback will also be received (since the local user is joining their own lobby)
//-----------------------------------------------------------------------------
struct FavoritesListAccountsUpdated_t
{
enum { k_iCallback = k_iSteamMatchmakingCallbacks + 16 } ;
EResult m_eResult ;
} ;
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//-----------------------------------------------------------------------------
// Callbacks for ISteamGameSearch (which go through the regular Steam callback registration system)
struct SearchForGameProgressCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 1 } ;
uint64 m_ullSearchID ; // all future callbacks referencing this search will include this Search ID
EResult m_eResult ; // if search has started this result will be k_EResultOK, any other value indicates search has failed to start or has terminated
CSteamID m_lobbyID ; // lobby ID if lobby search, invalid steamID otherwise
CSteamID m_steamIDEndedSearch ; // if search was terminated, steamID that terminated search
int32 m_nSecondsRemainingEstimate ;
int32 m_cPlayersSearching ;
} ;
// notification to all players searching that a game has been found
struct SearchForGameResultCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 2 } ;
uint64 m_ullSearchID ;
EResult m_eResult ; // if game/host was lost this will be an error value
// if m_bGameFound is true the following are non-zero
int32 m_nCountPlayersInGame ;
int32 m_nCountAcceptedGame ;
// if m_steamIDHost is valid the host has started the game
CSteamID m_steamIDHost ;
bool m_bFinalCallback ;
} ;
//-----------------------------------------------------------------------------
// ISteamGameSearch : Game Host API callbacks
// callback from RequestPlayersForGame when the matchmaking service has started or ended search
// callback will also follow a call from CancelRequestPlayersForGame - m_bSearchInProgress will be false
struct RequestPlayersForGameProgressCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 11 } ;
EResult m_eResult ; // m_ullSearchID will be non-zero if this is k_EResultOK
uint64 m_ullSearchID ; // all future callbacks referencing this search will include this Search ID
} ;
// callback from RequestPlayersForGame
// one of these will be sent per player
// followed by additional callbacks when players accept or decline the game
struct RequestPlayersForGameResultCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 12 } ;
EResult m_eResult ; // m_ullSearchID will be non-zero if this is k_EResultOK
uint64 m_ullSearchID ;
CSteamID m_SteamIDPlayerFound ; // player steamID
CSteamID m_SteamIDLobby ; // if the player is in a lobby, the lobby ID
enum PlayerAcceptState_t
{
k_EStateUnknown = 0 ,
k_EStatePlayerAccepted = 1 ,
k_EStatePlayerDeclined = 2 ,
} ;
PlayerAcceptState_t m_ePlayerAcceptState ;
int32 m_nPlayerIndex ;
int32 m_nTotalPlayersFound ; // expect this many callbacks at minimum
int32 m_nTotalPlayersAcceptedGame ;
int32 m_nSuggestedTeamIndex ;
uint64 m_ullUniqueGameID ;
} ;
struct RequestPlayersForGameFinalResultCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 13 } ;
EResult m_eResult ;
uint64 m_ullSearchID ;
uint64 m_ullUniqueGameID ;
} ;
// this callback confirms that results were received by the matchmaking service for this player
struct SubmitPlayerResultResultCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 14 } ;
EResult m_eResult ;
uint64 ullUniqueGameID ;
CSteamID steamIDPlayer ;
} ;
// this callback confirms that the game is recorded as complete on the matchmaking service
// the next call to RequestPlayersForGame will generate a new unique game ID
struct EndGameResultCallback_t
{
enum { k_iCallback = k_iSteamGameSearchCallbacks + 15 } ;
EResult m_eResult ;
uint64 ullUniqueGameID ;
} ;
// Steam has responded to the user request to join a party via the given Beacon ID.
// If successful, the connect string contains game-specific instructions to connect
// to the game with that party.
struct JoinPartyCallback_t
{
enum { k_iCallback = k_iSteamPartiesCallbacks + 1 } ;
EResult m_eResult ;
PartyBeaconID_t m_ulBeaconID ;
CSteamID m_SteamIDBeaconOwner ;
char m_rgchConnectString [ 256 ] ;
} ;
// Response to CreateBeacon request. If successful, the beacon ID is provided.
struct CreateBeaconCallback_t
{
enum { k_iCallback = k_iSteamPartiesCallbacks + 2 } ;
EResult m_eResult ;
PartyBeaconID_t m_ulBeaconID ;
} ;
// Someone has used the beacon to join your party - they are in-flight now
// and we've reserved one of the open slots for them.
// You should confirm when they join your party by calling OnReservationCompleted().
// Otherwise, Steam may timeout their reservation eventually.
struct ReservationNotificationCallback_t
{
enum { k_iCallback = k_iSteamPartiesCallbacks + 3 } ;
PartyBeaconID_t m_ulBeaconID ;
CSteamID m_steamIDJoiner ;
} ;
// Response to ChangeNumOpenSlots call
struct ChangeNumOpenSlotsCallback_t
{
enum { k_iCallback = k_iSteamPartiesCallbacks + 4 } ;
EResult m_eResult ;
} ;
// The list of possible Party beacon locations has changed
struct AvailableBeaconLocationsUpdated_t
{
enum { k_iCallback = k_iSteamPartiesCallbacks + 5 } ;
} ;
// The list of active beacons may have changed
struct ActiveBeaconsUpdated_t
{
enum { k_iCallback = k_iSteamPartiesCallbacks + 6 } ;
} ;
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# pragma pack( pop )
# endif // ISTEAMMATCHMAKING